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PlayStation® Shader Language

for PlayStation®4
Richard Stenson
Chris Ho
US R&D

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PS4, PSSL, and Beyond
-  Today we will discuss
-  The PS4 architecture
-  Developing for PS4
-  PSSL on PS4
-  Beyond PC with PSSL on PS4
-  Join the discussion

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PlayStation®4
-  Next Gen PlayStation Console
-  Powerful game machine
-  Modern Graphics features
-  PC based architecture
-  Lightning fast Memory
-  New networking and
interface features

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Modern GPU
-  DirectX 11.2+/OpenGL 4.4 feature set
-  With custom SCE features
-  Asynchronous compute architecture
-  800MHz clock, 1.843 TFLOPS
-  Greatly expanded shader pipeline compared to PS3™

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Fast GDDR5 RAM
-  8GB 256 bit GDDR5
-  Fully unified address space
-  176 GB/s total bandwidth
-  Massively faster than DDR3
-  128 bit at ~40GB/s max bandwidth

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State of the art CPU
-  Modern 64-bit x86 architecture
-  8 cores, 8 HW threads
-  Atomics
-  Threads
-  Fibers
-  ULTs (user-level threads)

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GPU+RAM+CPU = Beyond Fast!
-  Plenty of power for a true Next Gen Game Experience
-  8 CPU cores
-  High polygon throughput
-  High pixel performance
-  Efficient branching in
GPU Shaders

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But what about development?
-  PS4 is very approachable for development
-  DX11/OpenGL 4.4 level Shader language in PSSL
-  Powerful Graphics API
-  C++11 CPU Compiler
-  All the expected system libraries and utilities
-  Networking, Codecs, Controllers, Input and more

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Familiar PC-like Development Platform
-  Full Visual Studio Integration
-  Minimal work for good performance
-  Built for AAA Games and Indies alike
-  Built to enable developers to push the system
-  Good is just the start!
-  Once you are ready for the deep dive we support you there as well

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What is PSSL
-  PSSL is the PlayStation Shader Language for PS4
-  Supports modern graphics development
-  Vertex
-  Pixel
-  Geometry
-  Hull
-  Domain
-  Compute

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Vertex and Pixel Shaders
-  Next generation VS and PS Shaders
-  Extended support based on our hardware
-  RW_Textures and Atomics in all shaders

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Geometry Shaders
-  Supports special cases GS like
-  GS Tessellation
-  Instancing
-  Cube mapping
-  Streamout

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Hull, and Domain
-  Supports HS DS Tessellation
-  Parametric surface conversion
-  Optimal Geometry generation

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Compute
-  Support modern compute
shaders
-  Parallel Multithreaded
execution
-  This cross wave and group
synchronization primitives like
barriers and atomics
-  Various Local and Global
memory pools for complex
thread interaction
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What does PSSL look like?
-  It follows the PC conventions for shaders
-  ANSI C style syntax and coding rules
-  Includes the expected:
-  Vectors
-  Standard libs
-  C++ style structs with members
-  Supports static and dynamic control flow

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A simple vertex shader
struct  VS_INPUT  
{  
       float3  Position          :  POSITION;  
       float3  Normal              :  NORMAL;  
       float4  Tangent        :  TEXCOORD0;  
       float2  TextureUV        :  TEXCOORD1;  
};  
 
VS_OUTPUT  main(  VS_INPUT  input  )  
{  
VS_OUTPUT  Output;  
 
Output.Position  =  mul(  float4(input.Position.xyz,1),  m_modelViewProjection  );  
…  
float3  vN  =  normalize(mul(float4(input.Normal,0),  m_modelView).xyz);  
…  
return  Output;          
}  

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A simple pixel shader
 
SamplerState  samp0  :  register(s0);  
Texture2D  colorMap  :  register(  t0  );  
Texture2D  bumpGlossMap  :  register(  t1  );  
 
float4  main(  VS_OUTPUT  In  )  :  S_TARGET_OUTPUT  
{  
...  
float4  diff_col  =  colorMap.Sample(samp0,  In.TextureUV.xy);  
float3  spec_col  =  0.4*normalGloss.w+0.1;  
...  
return  float4(vLight.xyz,  diff_col.a);  
}  

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How PSSL is being developed
-  World wide collaborative efforts
-  US R&D Shader Technology Group
-  PS Vita shader compiler team in ATG
-  Graphics driver team in ICE
-  GPU hardware teams and SDK managers
-  With tight feedback with Sony World Wide Studios
-  QA Team
-  Thousands of automated tests

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Let’s see some PSSL shaders in action
-  This is real-time PS4 game footage
-  All shaders in these demos were built with the PSSL tool
chain

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The video was removed so this version could be emailed
Video is available upon request or via the ppt version on
devnet
Here https://ps4.scedev.net/support/issue/8907

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Porting to PSSL from the PC
-  Easy initial port target
-  Simple conversion of your PC or Xbox 360 Shader
-  PS3 Cg conversion is fairly trivial
-  Prototyping on the PC much simpler this generation

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Maintaining PSSL and PC Shaders
-  Simpler to maintain code this round
-  PC and PS4 are now much closer for shaders
-  All of the shader stages and features are available in PSSL
-  Often have been extended
-  This means you should be up and running very quickly
-  The time to “my first tri” will be better
-  The time to “my game runs!” will be better
-  The time to “my game is fast on PS4” will also be better!

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Beyond PC with PSSL on PS4
-  Extended Buffer Support for all shaders
-  Not just Pixel and Compute
-  The hardware is capable so we expose that.
-  Special Hardware Intrinsics
-  Some native ISA instructions are natively supported
-  ballot - Good for fine grain Compute control
-  sad - For multimedia tasks like Motion Estimation for accelerated image
processing

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Beyond modern PC shader features
-  PS4 GPU has many special features
-  Let’s talk about a specific example

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Example
-  New features over previous generation
-  New shader stages
-  Hull, Domain, Geometry, Compute
-  Atomics and RW_Buffers
-  Accessible in all stages
-  Partially Resident Textures
-  What can we do with all of this?
-  Why not Sparse Voxel Octree Cone Tracing!

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Sparse Voxel Octree Cone Tracing
Light  
-  Global Illumination source  

solution proposed by
Crassin et al. in 2011 l

Diffuse   n

-  Trace cones through a cones  

voxelization of the d

scene to solve for the View  direc3on  
n  
contribution of direct
and indirect light
sources Images credit Cyril Crassin’s GTC presentation
“Octree-Based Sparse Voxelization for Real-Time
Global Illumination” 26
Sparse Voxel Octree Cone Tracing
-  Prepass: voxelize static geometry
-  During gameplay:
1.  Voxelize dynamic geometry
2.  Light volume
3.  Build mipmaps
4.  Render gbuffers
5.  Cone trace scene Quadrilinearly  
interpolated  
samples   3D  MIP-­‐map  pyramid  
of  pre-­‐filtered  values  
Images credit Cyril Crassin’s GTC presentation
“Octree-Based Sparse Voxelization for Real-Time
Global Illumination” 27
Sparse Voxel Octree Cone Tracing
-  Could do a full implementation
-  (RW_)Texture3D for bricks
-  (RW_)RegularBuffer for octree representation
-  Geometry shader for thin surface voxelization
-  Other useful PSSL features
-  Partially Resident Textures?

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Partially Resident Textures
-  Also called “Tiled Resources”
-  Hardware Virtual Texturing
-  Textures broken up into 64KiB tiles
-  Tile texel dimensions dependent on texture
dimensionality and underlying texture format
-  Allows for not all the texture to resident in
memory at a time

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Partially Resident Textures
-  Like this, but in hardware!

Physical Representation
Virtual Texture
-  For more information, please refer to the Hardware Virtual Texturing
slides presented at SIGGRAPH 2013

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PSSL and PRT
-  Exposed in PSSL as a new Sparse_Texture* type
-  All sample-able texture types supported, 1D, 2D, 3D, Cube, Arrays,
etc.
-  Sample() modified to take an extra out parameter to
indicate status
-  It’s not necessary to use the Sparse_Texture type to utilize
partially resident textures, but Sparse_Texture is necessary
if you want status information!
-  Essentially page-fault tolerant GPU memory accesses

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PSSL Sample Code
Sparse_Texture2D<float4>  sparseTexture;  
float4  main(VS_OUT  inv)  :  S_TARGET_OUTPUT0  
{  
       SparseTextureStatus  status;  
       float4  sampleColor;  
 
       //  Try  the  regular  LOD  level  first  
       sampleColor  =  sparseTexture.Sample(status.code,  sampler1,  inv.tex0);  
 
       //  If  'Sample'  fails,  handle  failure  
       if  (  status.isTexelAbsent()  )  
 …  
 

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SparseTextureStatus
struct  SparseTextureStatus  
{  
       uint  code;  
 
       bool  isTexelAbsent();  
       bool  isLodWarning();  
       uint  getAbsentLod();  //  LOD  of  absent  texel  
       uint  getWarningLod();  //  LOD  that  caused  the  warning  
};  
 

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PRT Applications
-  Megatexturing
-  Ptex
-  Sparse Voxel Cone Tracing

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Sparse Voxel Octree Cone Tracing
-  Instead of populating an octree, use a partially resident texture!
-  Pros:
-  PRT tiles do not need to be padded for proper interpolation
-  No need to build an octree data structure
-  No need to incur the indirection costs of traversing an octree data structure
-  Cons:
-  PRT tile dimensions not ideal – 64x64x4 for 32-bit 3D textures
-  No fast empty space skip from octree traversal

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Voxelization
-  Adaptation of Crassin’s
method detailed in
OpenGL Insights

Hardware  Setup/
VS   Geometry  Shader   Fragment  Shader  

Raster.  
-  Unfortunately no atomic
floats; quantized ints for
accumulation rather than Triangle   Edges  
ShiFing  
Fragments  
Clipping   Voxel  
spin lock Dominant   Triangle   A>ributes  
Write  to  3D  
Axis   Projec;on   Conserva;ve   surface  
Computa;on  
-  Use geometry shader Selec;on   Rasteriza;on  

and hardware rasterizer x  


Y-­‐proj   Normal  

to voxelize scene into a


z  

3D texture with a single


Z-­‐proj   X-­‐proj  

y   y  

pass x   z  

Images credit Cyril Crassin’s GTC presentation


“Octree-Based Sparse Voxelization for Real-Time
Global Illumination” 36
Writing to a empty Sparse Texture?
-  Problem: the texture is unmapped to begin with!
-  No pages are mapped yet, can’t write to memory that doesn’t exist!
-  Idea: write to the pool texture instead
-  PRT allow us to map the same physical page to multiple virtual locations
-  All tiles are mapped into the pool texture and then doubly mapped to the sparse
texture as need
-  Fragments that need to be written out query a map texture before
writing, and if the tile is ummapped they allocate a tile and write it back
to the map texture
-  Keep free tiles in a Consume buffer, write out re-map info into an Append buffer

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Tile Allocation
-  Map texture initialized to set a reserved “unallocated bit”
-  AtomicCmpExchange() in a value to flip on an additional
“unallocated-but-I’m-working-on-it” bit for a single thread
-  Consume() a free tile
-  Append() consumed tile with remap data
-  Write out tile location to map texture
-  Write into the tile using pool texture
-  After pass completion, read from append buffer on CPU side to
map tiles from the pool to the sparse texture

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Tile Allocation

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Tile Allocation
const  uint  unallocated  =  0x80000000,  allocating  =  0xC0000000;  
do  {  
   cur  =  map[tileLoc];  
   if(cur  ==  unallocated)  {  
       uint  output  =  0xffffffff;  
       AtomicCmpExchange(map[tileLoc],  unallocated,  allocating,  output);  
       if(output  ==  unallocated)  {  
           cur  =  g_freeTiles.Consume();  
           map[tileLoc]  =  cur;  
           g_remaps.Append(…);  
       }  
   }  
}  
while(cur  &  unallocated);  
 

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Implementation
-  1024x1024x512 32-bit pool texture
-  16x16x128 tiles, given linear ids (can use shifts/masks to find actual
location)
-  512x512x512 32-bit Sparse Texture to represent the scene
-  8x8x128 map texture for tile allocation
-  Consume buffer for grabbing free tiles
-  Append buffer for noting allocated tiles for remapping

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Building Mipmaps
-  Compute Kernel that takes an 8x8x8 brick and reduces
it to a 4x4x4 brick
-  LDS for accumulating final values
-  Allocate tiles for new mips in the same manner as
voxelization
-  Pre-map the lowest mips (all that fit into 64KiB)

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Lighting Voxels
-  Currently naively lit
-  Spawn Compute kernel for entire 3D texture, iterate
over lights if resident
-  Needs optimization

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Results

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Results
-  Average frame time: 26ms
-  3ms gbuffer, 11ms indirect + specular reflect, 11ms direct
-  Memory usage:
-  2GiB Pool Texture, ~315MiB allocated after voxelization, ~56%
resident
-  Static geometry voxelization and lighting time:
-  45ms voxelization, 22ms top-mip light, 25ms mip regeneration
-  Still much more optimization possible!

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PSSL is still evolving
-  Features in consideration:
-  Control of shader resource
layout
-  More exotic compute primitives
for GPGPU
-  Tightly coupled Graphics and
Compute
-  And many more…

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Join the discussion
-  We would like to hear from you!
-  Sign up as a PS4 developer, if you’re not already
-  http://us.playstation.com/develop/
-  There is a link for all territories from this page
-  We are looking for solid suggestions with clear benefits
-  Specific performance benefit
-  Special new/novel feature, etc.

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Push the boundaries with PSSL
-  PS4 is a powerful, but friendly to develop for
-  PSSL is one of the keys for developing for PS4
-  Our goals with PSSL
-  Make better Games
-  Push the boundaries on PS4
-  And to be efficient in that process

-  Help us help YOU!

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Q&A
-  Questions?

US R&D Shader Technology


Group is hiring!

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